TerraNode: Exporter Update - Blender 4.0

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  • เผยแพร่เมื่อ 27 พ.ย. 2024

ความคิดเห็น • 11

  • @aels224
    @aels224 10 หลายเดือนก่อน

    Oh nice i'm the someone, happy to see a new video from you ! And happy new year !

    • @looseEdges
      @looseEdges  10 หลายเดือนก่อน +2

      Happy new year!

  • @shawnbecker1026
    @shawnbecker1026 9 หลายเดือนก่อน

    I was just about to ask how were you able to get the heightmap to import to unreal and retain the exact scale, specifically the height. I have had some success myself but interested to know if you were able to make any progress with it?

    • @looseEdges
      @looseEdges  9 หลายเดือนก่อน +1

      No, I have not looked into it any more. I imagined that there might be a way to edit it via a script, but it looks like Unreal's answer is to just calculate the Z scale:
      docs.unrealengine.com/4.26/en-US/BuildingWorlds/Landscape/TechnicalGuide/#calculatingheightmapzscale

  • @vizdotlife
    @vizdotlife 10 หลายเดือนก่อน

    Would Godot fall into the "generic" category for the export?

    • @looseEdges
      @looseEdges  10 หลายเดือนก่อน +1

      Possibly, any of them may work, I have not tried to import it into Godot. Unity and Generic are actually the same. The option just changes how Auto-Name works (_0_0 / _x0_y0), the extention for RAW files (.raw / .r16), and the resolution of heightmaps (8^n / 8^n-1).

    • @vizdotlife
      @vizdotlife 10 หลายเดือนก่อน

      Gotcha, okay thank you. @@looseEdges

  • @ahmadtakhimi6839
    @ahmadtakhimi6839 9 หลายเดือนก่อน

    Can you please add option to export to Godot ?

    • @looseEdges
      @looseEdges  9 หลายเดือนก่อน +1

      I looked into Godot, but it doesn't appear to have a default heightmap-based terrain solution. I am not planning to write a terrain system/importer for Godot, but any of the maps created by the addon should be easy to work with if someone wants to tackle that. Also, there's nothing particularly special about the Unity / Unreal setting, it's still a generic export, it just changes how Auto-Name works (_0_0 / _x0_y0), and the extention for RAW files (.raw / .r16).

  • @voc007
    @voc007 10 หลายเดือนก่อน

    Looks great, can you do an Godot 4 export ?

    • @looseEdges
      @looseEdges  10 หลายเดือนก่อน +1

      I believe it should already be possible, the export is fairly generic, but I have not tried to import it into Godot. I can try to test it sometime and see if it needs any specific tweaks. The Unity/Unreal option just changes how Auto-Name works (_0_0 / _x0_y0), the extention for RAW files (.raw / .r16), and the resolution of heightmaps (8^n / 8^n-1).